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Background Information

#1 Post by BackworldTraveller »

Last edited by BackworldTraveller on Mon Nov 21, 2022 11:33 am, edited 10 times in total.
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Major Events Within Living Memory

#2 Post by BackworldTraveller »

1138: Now:
  • Regency closes Embassy to UFA
1134-1137:
  • Assemblage of 1116 is destroyed by the Regency following the Battle of Ashes;
  • Regency Abandons the Million Subsector;
  • Rumours that the Virus is nearby.
  • Duchy of Drayne (Occupied by Irrgh Manifest) lost to the forces of the Glory of Taarskoerzn. Rout of the Manifest's Fleet.
  • Irrgh Manifest (Trailing Portion) ceases to exist.
  • Jihad of Faarzgaen succumbs to the Virus brought by returning Corsairs from Corridor
  • Dzarrgh Federate invasion halts evacuation of Atsah Subsector. Siege of Corfinium lifted.
1130-1133:
  • Virus Released;
  • Regency Formed;
  • Quarantine Declared;
  • Spinward States Accord signed
  • Sword Worlds Land Grab
  • Dzarrgh Federate attempt to take over Atsah Subsector...Major battles at Corfinium
  • Kforuzeng broken up by Regency Fleet
  • Battle of Ashes Starts
  • Virus appears in Uekhourg Subsector. Irrgh Manifest (Trailing Portion) and Glory of Taarskoerzn start to collapse
1126-1129:
  • Great Asset Swap in the Imperium - Many Mega-Corporations collapse locally;
  • Akkip joins the UFA;
  • 495-524 Occupied by the UFA.
  • Peace Accord Signed between the Ihatei and Domain of Deneb.
  • Kforuzeng suppressions started by the Domain
1122-1125:
  • Capture of Metare by the UFA;
  • Vland secedes from the Imperium.
  • Vaenggvae starts to dictate policy to the Glory of Taarskoerzn
  • Black war starts in the central regions of the 3rd Imperium.
1118-1121:
  • Vargr Invasion of Corridor Sector.
  • Aerfor falls to the Dzarrgh Federate;
  • Vland Fleet Mutinies;
  • Vaenggvae capture Depot/Corridor;
  • Vland and Deneb based Imperial Fleets Clash.
1114-1117:
  • Arch Duke of Deneb Appointed;
  • Emperor Strephon Assassinated;
  • Assemblage of 1116 formed;
  • Imperial Civil War;
  • Withdrawal of the whole Corridor Fleet
  • Glass Bond signed between Kforuzeng and Commonality of Kedzudh - Kforuzeng Raids into the Spinward Marches start
1110-1113:
  • Fifth Frontier War Ends;
  • Imperial Fleet Reorganisation;
  • Corridor Fleet Returns
1106-1109:
  • Fifth Frontier War Starts;
  • Half the Imperial Corridor Fleet dispatched to reinforce the front lines.
1102-1105:
  • UFA reaches 13 worlds in size
1098-1101:
  • Golden Age of the Imperium
1094-1097:
  • Golden Age of the Imperium
1090-1093:
  • Dzarrgh Federate Formed;
  • United Followers of Augurgh (UFA) Formed.
Last edited by BackworldTraveller on Wed Oct 26, 2022 3:49 pm, edited 5 times in total.
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World Summaries (Million Subsector)

#3 Post by BackworldTraveller »

Map
Million 1138.png
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Worlds
495-524/Utsbesyult
Ongoing Guerilla between UFA troops and Droyne!
Language: Aekhu; Oynprith
Aerfor
Occupied by the Dzarrgh Federate, but ownership disputed by the UFA.
Language: Aekhu; Vilani; Anglic
It's Naval Squadron was destroyed in 1118 by the Dzarrgh Federate.
Akkip
Protected by the UFA, with UFA guides overseeing local affairs
Language: Anglic; Aekhu
Arleshanu
Abandoned by the Regency, but partially re-populated by refugees from Khouth Subsector. A mess.
Language: Anglic; Vilani
Crozat
Raided multiple times by Corsairs, and abandoned. Probably unpopulated.
Language: None
Fel
Major UFA world. Visited by Lurent.
Language: Aekhu
Has its own Naval Squadron.
Fosfog
UFA World
Language: Aekhu
Gabrael
Independent Human World run by an Imperial Noble. Half the population refused to leave when the Regency "Abandoned" it. Subject to raids from a faction within the Dzarrgh Federate. Visited by Lurent. Allied to the UFA. Closed to Federate vessels.
Language: Anglic; Aekhu
Goukhsar
Dzarrgh Federate World
Language: Aekhu
Hammond
Evacuated by the Regency, but resettled by refugees from the Dzarrgh Federate
Language: Aekhu; Anglic; Vilani
Ikhaba
Evacuated by LSP but resettled under UFA guidance and used as a resettlement camp for Humans fleeing from Khouth and seeking solace in the UFA
Language: Aekhu; Anglic; Vilani
Metare
Occupied by the UFA, but still stubbornly unproductive
Language: Aekhu; Anglic
Moskene
An evacuated rock. (Evacuated in 1134.)
Language: None
Nurara
Evacuated. May be being used to dump refugees.
Olokono
Abandoned even before the abandonment.
Language: None
Oluk Dzas
A UFA world
Language: Aekhu
Talon/Zuekzrekhgal
A UFA world and home to the Souggvuez.
Language: Aekhu; Various Souggvuez languages
Taproban
Abandoned and slighted in 1135
Language: None
Tensas
"Abandoned" but still populated and trading with anyone who will trade.
Language: Anglic; Aekhu
Tubb
Stable, human, well armed and parochial.
Language: Anglic Dialect
Unekh
A UFA world
Language: Aekhu
Wyn
Wyn was evacuated in 1134 to Morninglori (De 1216) in a single lift. About 7000 of the original human population refused to be evacuated at that time. In 1137, Corsairs from the Dzarrgh Federate moved into the Wyn system bringing considerable settlers with them and bringing the Starport back up to “D” standard.
Language: Aekhu
Last edited by BackworldTraveller on Fri Nov 25, 2022 8:28 pm, edited 5 times in total.
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Empires currently affecting the Region

#4 Post by BackworldTraveller »

Windhorn Pact of Two
A Vargr state. Its position has allowed it to prosper by taxing shipping and enthusiasts crossing its territory. Mostly looking to move foreigners on to somewhere else (unless they can pay to settle).

United Followers of Augurgh a.k.a. UFA
Vargr Green.png
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A Vargr state created in the 1090s. Allied to the Windhorn pack of Two. Pulled together by Augurgh it was kept out of war with the Dzarrgh Federate and the Invasion of Corridor, but did allow passage of armed individuals/ships across its territory (at a price). It has become rich off the Invasion and Abandonment.

Droyne (Utsbesyult)
A low level insurgency of Droyne against the UFA invasion of their home.

Dzarrgh Federate
Vargr Amber.png
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A Vargr state created in the 1090s. Suffering a migration crisis of groups migrating from trailing via the Irrgh Manifest. It is fracturing under the strain and several Captains are forming sub-states. The federate has been locked into a major war with the Regency and the Duchy of Atsah for the past decade. The Regency's planet "Corfinium" has been the focus of much of the Vargr efforts and this has been under siege for years.

This state includes the corsair band the 'Aegzagangnthoegngvang' based at Wyn.
Vargr Crossed-Bones Amber.png
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Viscounty of Serk
Officially part of the Duchy of Khouth, this is occupied by the Dzarrgh federate. A major civil war/insurgency is in progress with the Regency supporting the Vargr faction and the Federate supporting the Humans!

Irrgh Manifest
Vargr Mid Green.png
Vargr Mid Green.png (1.95 KiB) Viewed 1490 times
A Vargr state. It occupies the trailing half of the Duchy of Khouth. Suffering a migration crisis of groups migrating from trailing. The state has been riven by dissention since before the invasion of the Corridor and the capture of the Imperial Naval Depot by one of its splinters has not helped. It may be disintegrating. Certainly there are stories of major defeats of its fleets by its neighbours to Trailing and Coreward.

Assemblage of 1116
A defunct Vargr State to Spinward of the UFA that ran for about 21 years before being defeated in battle by the Regency after an (ill-advised) attempt to invade the Regency of Deneb.

Imperial Regency of Deneb
Regency.png
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Replaced the Domain of Deneb in 1132 by Proclamation. Controls the main local fleets which are mainly engaged in creating a scorched-planet zone just outside its boundary. The Regency Quarantine Service (RGS) maintains the border with an almost religious fervour. The Regency Fleets occasionally patrol into Million and raid into Khouth and beyond.
The Planet of Gabrael is ardently pro-Regency, allied to the UFA and absolutely refused to just pack up and hide - even though much of the subsector's Imperial Nobility had done just that!

Duchy of Antra
Part of the Domain (later Regency) of Deneb. The Duchy is relatively paranoid about the supposed Virus and has been attacked for years by the Assemblage of 1116 (now defunct).

Duchy of Atsah
Atsah.png
Atsah.png (7.05 KiB) Viewed 1490 times
Part of the Domain of Deneb, but much of it's territory has never been Imperial and most is now officially "Abandoned" - but somehow hasn't been evacuated. The inhabitants claim that this is primarily due to the fact that they are Aekhu Vargr.
The Duchy oversaw the Marquis of Million but that personage was never the Duke's man, reporting to the Emperor directly.

Duchy of Khouth
Officially part of the Domain of Vland, the Duchy is occupied by the Dzarrgh Federate and Irrgh Manifest. The Duke has fled to the Regency.

County of Mikesh
Officially part of the Duchy of Khouth, the County is occupied by the Dzarrgh Federate. The Count is in Exile in the UFA.

Virus
Virus.jpg
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Whether this is an Empire is debateable, but it has caused other empires to change significantly and to start building walls. First unleashed in 1130 it has spread like wild-fire across the Imperium reaching into all its neighbours and destroying interstellar trade. At the start of 1138, no confirmed sighting has yet been received in Million Subsector. The Vargr seem to be holding it at bay as their adaptability and resilience outwit the mechanical menace.

New Ziru Sirka
New Ziru Sirka.png
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The revived Vilani Imperium. This empire is actually the remains of the Domain of Vland and is officially in rebellion against the 3rd Imperium (such as remains). It is remote - it's at the far end of Corridor - and effectively unreachable from the Regency (some Vargr could do it easily - but for them it's dangerous for other reasons)
Last edited by BackworldTraveller on Fri Oct 28, 2022 7:44 am, edited 10 times in total.
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World Summaries (Khouth Subsector)

#5 Post by BackworldTraveller »

Map
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Worlds
Aka Gee
Occupied by the Irrgh Manifest. Domed world that has come to a convenient arrangement with the Vargr occupiers having swapped one external government with another while remaining unchanged in its internal bickering.
Language: Anglic; Vilani
Ankhirst
Claimed by the Dzarrgh Federate. Not garrisoned but more than willing to trade/maintain any vessel. The population has expanded since the occupation with refugees from elsewhere.
Language: Anglic
Auritaurus a.k.a. Esla Ges in Vilani
Occupied by the Dzarrgh Federate in 1116, but it had been run by Dzarrgh Federate Smugglers for years anyway.
Language: Aekhu; Anglic; Vilani
Bersha
Claimed by the Irrgh Manifest, with mostly Droyne and Chirper residents. The Droyne are mostly immigrants and the Irrgh Manifest has closed the world to immigration - as a consequence the population is crashing.
Language: Anglic; Oynprith
Caulin's Belt
Occupied by the Dzarrgh Federate. The old naval base is a base for Vargr Corsairs.
Language: Aekhu
Degarla
Occupied by the Irrgh Manifest. A mini-Naval Depot, this was captured early in the campaign. Most of the Imperial Inhabitants have been moved off-world in favour of Vargr fleet technicians and their dependents.
Language: Aekhu
Desolate
Notionally occupied by the Irrgh Manifest. This anarchic water world is naturally dangerous and is a good advertisement for Vargr good government. An ex scout base.
Language: Aekhu
Dry
Claimed by the Dzarrgh Federate - actually abandoned. The Naval Base was stripped for scrap in the 1120's.
Language: None
Faraway
Occupied by the Dzarrgh Federate since 1117. Exploited as a slave-worked mining planet, few have escaped and the higher-tech equipment has ben replaced by hand-tools and steam hammers. The Irrgh Manifest is always looking for new miners.
Language: Aekhu; Anglic; Vilani
Greenrok
Occupied by the Irrgh Manifest. The small but well equipped starport has been helping the Irrgh manifest support its fleet for years.
Language: Anglic; Aekhu
Gzorraeth
Occupied by the Irrgh Manifest. (Not previously an Imperial world)
Gzorraeth is owned by Ulroudzoe Mining, a major corporation based within the Dzarrgh Federate. Ulroudzoe established Gzorraeth as its first extra-Federate mining operation. The world has become Ulroudzoe's chief supplier of radioactives.
Imperial authorities suspected Ulroudzoe of manufacturing fission warheads on Gzorraeth and selling them to corsairs. Although the claim has never been formally validated, the destruction of the Ulroudzoe facilities on Gzorraeth by 61st Fleet resulted in a major fall in the Vargr atomic arms trade.
Language: Aekhu; Gvegh; Anglic
Hesarus
Claimed by the Dzarrgh Federate. An obscene cess-pit of a world where (literally) anything/anyone can be bought or sold. There has been a rush of emigration but that hasn't particularly reduced the population as new meat arrives daily.
Language: Vilani; Aekhu; Anglic
Khouth
Occupied by the Dzarrgh Federate. Ex capital of the Duchy of Khouth. Ancient (pre-Imperial) capital of the region (per their view of history). Actually made up of orbitals as the planet itself is worse than hell. One of the most stable worlds in the cluster as the System Defence Squadrons still keep order - all be it for a new leadership.
The Khouth-Mikesh route is the only remaining X-Boat route in the subsector.
Language: Vilani; Anglic; Aekhu
Koergfoes
Occupied by the Dzarrgh Federate. The locals vigorously resist the advance and control of the Dzarrgh Federate, with acts of sabotage and nonviolent resistance. The Federate hurt its cause by appointing non-charismatic governors to control the world, which stiffened resistance even further. Eventually several local corsair bands began to implicitly assist the locals by "non-performance" of their duties.
Language: Anglic; Aekhu
Koppel
Occupied by the Irrgh Manifest. The Koppel Family has been a guiding light to the Governor appointed to the planet and appears to have pretty much subverted that office and its escort.
Language: Anglic; Vilani; Aekhu
Mikesh
Occupied by the Dzarrgh Federate. Actually made up of orbitals as the planet itself is worse than hell. The system is a major base for looters and the Governor has problems keeping them in line.
The Khouth-Mikesh route is the only remaining X-Boat route in the subsector.
Language: Vilani; Anglic; Aekhu
Mowanda
Claimed by the Irrgh Manifest. Empty.
Language: None
Naxx-Lygo
Claimed by the Irrgh Manifest. Empty.
Language: None
Ofo-Nebus
The starport (only) is occupied by the Dzarrgh Federate. Lurent trade(d) here historically but haven't been seen as regularly and they were and may have ceased trading.
Language: Aekhu; Vilani
Overlook
Claimed by the Dzarrgh Federate, but mostly left to its own devices as it has little of worth.
Language: Anglic
Pamock
Occupied by the Irrgh Manifest. Early hopes of riches from the gem-beds have faded as the locals need too much supervision to make the occasional find worth while.
Language: Anglic; Aekhu
Pergzitt
Occupied by the Dzarrgh Federate. Pretty much abandoned due to stellar and political conditions.
Language: Anglic; Vilani; Aekhu
Rrev-Rigr
Occupied by the Dzarrgh Federate. A good planet being spoiled by the Church of the Chosen Ones
Language: Aekhu; Gvegh; Vilani; Anglic
Semiplast
Occupied by the Irrgh Manifest in 1119. Lurent trade(d) here historically but haven't been seen as regularly and they were and may have ceased trading. The residents are supportive of the new government.
Language: Aekhu; Anglic
Serk
Occupied by the Dzarrgh Federate. Famous because of a major (almost genocidal) Imperial Marine invasion during the Vargr Campaigns. The population is mixed Vargr and Human. The Vargr have rallied against the federate while the Humans support it. There is a major and bloody war and "Volunteers" from Khouth are used to pad out the Federate troop numbers. The Regency is reputed to pay well for arms deliveries to this world.
Language: Aekhu (with local Dialects); Vilani; Anglic
Sigma 7
Claimed by the Dzarrgh Federate. There is a tax station at the starport.
Language: Aekhu; Anglic
Synez
Occupied by the Dzarrgh Federate.
Language: Aekhu; Anglic
Taratun
Claimed by the Irrgh Manifest. Population decamped under mysterious circumstances in 1127.
Language: None
Tersta
Occupied by the Dzarrgh Federate. This has a local chirper population. It is the base of a squadron of irregular units that both act as a border guard and base for excavation of Ancient Ruins on the planet. The planet was occupied in 1117 and closed due to the activities of the Church of the Chosen ones shortly thereafter until 1122. The world is perennially short of food and the population has been getting off world as fast as it can. This is a major Ancients site.
Language: Aekhu; Gvegh; Vilani; Anglic; Oynprith
Tsetsurri
Not previously an Imperial world, this is claimed by the Irrgh Manifest. The population destroyed itself in a nuclear exchange in early 1137!
Language: None
Last edited by BackworldTraveller on Sat Oct 08, 2022 10:22 pm, edited 2 times in total.
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Talon (World) - Deneb 2704

#6 Post by BackworldTraveller »

Talon. C543976-A

Agnalkzue is a city on Talon. It is part of that sprawling metropolis that is the main seat of Planetary Government and that acts as a primary landing area for goods brought from other systems.

That is not to say much. Planetary Government is split between several hundred territorial groups. The main claim to fame is that the UFA Department of Negotiations (that tries to keep the peace between them and their neighbours) has its office here. And there are other groups that have representatives here too.

The city is full of off-worlders. Transient corsairs that have stopped here on route to or from the Corridor. Refugees from the Corridor that have managed to sneak or pass legitimately the customs barriers. Traders from wherever selling or buying whatever. The City has an immense appetite and all people are sucked in, visibly or invisibly, to its economy.

Agnalkzue is not the centre of that metropolis. Its position means that it has become a dormitory for the plusher centre. The place is a centre for heavy industry - and the noise and smells and various chemical discharges have meant that the place isn't attracting those who can afford better. It is a centre for shipping, landing and take-offs both to other local ports and for outworld shipping are almost constant - day and night.

But there is always work, even for the undocumented, in these alleys and slums. There is always someone moving goods, selling goods, making goods.

Port Street, Agnalkzue is a long, broad thoroughfare lined by hotels and entertainments starting at the starport and ending at a major shopping centre. It was (Literally) bulldozed by the Vargr shortly after they first landed, allowing their landing field direct access to the city. These days, this would be impossible due to the frustrations of multiple competing land holdings.

Rabbit Warren is the area behind Port Street, and is named because of the large number of rabbit hutches and the winding streets of the district. The area is controlled by the SURMAKU pack. Members and non-members have very different standards of Law - outsiders should beware, and should not go armed with any firearm.

The Aedoll is a hotel found in the Rabbit Warren and operated by the SURMAKU pack.
Last edited by BackworldTraveller on Thu Oct 27, 2022 6:04 pm, edited 1 time in total.
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SURMAKU Pack

#7 Post by BackworldTraveller »

This pack is based in the UFA and is a staunch supporter of Augurgh. As a consequence, its members hold many positions within the UFA's Navy and Marines, Ports and Customs Services.

Surmaku is long-since gone, but remains a Hero and an inspiration to the pack named in his honour.

The Pack has lost some prestige by being engaged in the long and bloody fight for 495-524 and has been a supporter of the Vargr insurgency on Serk against the Dzarrgh Federate's Human allies - although the Regency supplied funds for this seem to have dried up somewhat now that the Regency have retreated behind their wall.

There have been a few clashes between the Surmaku and the Uziha pack - and this has suddenly resulted in a state of near-warfare with particular individuals of some status within the Surmaku being targeted for violent attacks. As a result, there is a clear boundary between the territories of these packs and members of each are advised not to enter the space of the other. Several prominent members of the Surmaku were kidnapped and sent to Hesarus for sale as "fighting dogs". The plan was thwarted but the insult was felt deeply.
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Khiga Luxury Grav Car

#8 Post by BackworldTraveller »

ManufacturerKhiga
ModelLuxury Grav Car
Serial Number34A356
PricePrice on request
Volume2 dTons
Top Speed800kph in 1G (Very Fast)
Cruise Speed500kph in 1G (Fast)
Range at Top Speed5000km in 1G
Range at Cruise Speed7500km in 1G
Hull Points8
Armour Value4
Seats4
ControlsAgility:+3, Autopilot Skill:Flyer(Grav)+2, Navigation DM:+1
Environmental4 days fully Sealed and Vacuum Capable.
Communications1000km, Radio and Laser Tightbeam
Sensors25km, DM:+2
ComputersComputer/4; Security Enabled
SoftwareTranslation Software/0 for Trokh, Vilani, Anglis, Aekhu, Te Zlodh and Gvegh
Extensive Music Database
Outer SkinDiamond Coated Programmable Advanced Multi-Chromic Camouflage
Min Range (m): 250. Visual Recon DM:-4
(i.e. Configurable for any artistic colour scheme as well as for camouflage)
Electronic Stealth PackageDM:-2
OtherAmbient Sound Entertainment System
Geiger Counter
Hardpoint for 0.5 dTon package (Includes cargo carrier by default)
These are each unique and no two vehicles are identical.
The main grav drives are standard General Products modules, completely overhauled by the company during the build.
Electronics are unique to the individual concerned.
Khiga was a small custom construction company based on Magash making custom Grav Vehicles for the Nobles of the Domain of Deneb, and a select group of other famous individuals inside and outside the Imperial Boundaries.
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IKHO AELLOE Family

#9 Post by BackworldTraveller »

One of many, many family packs that struggle to bring up their offspring on Talon and (mostly) nearby worlds.

This small, politically mostly insignificant pack contains under 50 members in humble jobs. Its most important member acts as one of the Emissaries for the UFA to the Windhorn Pact of Two - The remote location of that member makes the association tenuous. One member used to command a UFA warship, but that role has now passed to another.

Having said that, should family members have ordinary, day-to-day concerns there is usually some cousin or aunt or whatever who can help.

It should be noted that the name of the pack is not the formal name of any of its member families. It is the place where the pack formed in the 1020's. No one from the pack now lives there.

At the end of 1137, the pack was providing emergency accommodation to the various members of the party at a Hostel run by one of its members.

Members include:-
Last edited by BackworldTraveller on Fri Oct 07, 2022 6:56 pm, edited 1 time in total.
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Souggvuez

#10 Post by BackworldTraveller »

Summary
Souggvuez are a major part of the population of Talon and have influenced the Vargr state of the UFA. Their presence has made that state more cautious than the neighbouring Dzarrgh Federate - which has limited expansion but has stabilised the state and allowed greater integration.

On a day to day basis, Souggvuez are fully integrated within UFA society and regularly subvert the government of the off-world Vargr to their own ends.

The planet is factionalised to a great degree with each group holding allegiance across geographical territory. The Imperial tendency to define "Countries" with clear geographical borders is anathema to the Souggvuez mindset. Talon is more one country with multiple, competing political factions.

The Vargr "Pack" philosophy and the Souggvuez "Group" philosophy are sufficiently similar to mesh well and be understood, instinctively by both cultures. Both philosophies will competitively elevate a single leader from the members of their units. Each will easily integrate members of the other culture with Souggvuez typically taking 30% to 95% of the membership. The exception are family packs/groups where membership is almost exclusively genetically based.

Notes
Outline here.
See also "Deneb Sector", P.58. "Beyond the Claw" P.177.
Native to Talon
5 Castes:
  • Hatcher: DEX:+2, EDU:+2, STR:-1, DEX:+1, END:-1 (Uncommon)
  • Designer: DEX:+2, END:-1, INT:-1, EDU:+1 (Rare)
  • Hunter: DEX:+2, INT:-2, EDU:+1 (Common)
  • Worker: EDU:+2, INT:-2 DEX:+1 (Most Common)
  • Explorer: DEX:+2, EDU:+2, END:-1, INT:-2 (Rarest)

Traits:
  • Armoured.
  • Teeth.
  • Anosmia.
  • Poor Sight - Particularly Blue/Indigo/Violet.
  • Electric Field Sense.

30 Year Pre-Adult stage
n.b.Few leave Talon
Last edited by BackworldTraveller on Mon Nov 21, 2022 2:13 pm, edited 1 time in total.
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Shipping Groups (Million Subsector)

#11 Post by BackworldTraveller »

Oeksuetollundhuekgvu
A Windhorn Pact of Two line that ran a trade route to Talon. This operated about 16 vessels of 500tons or less

Uzaekaengnksakhogzkzae
A Dzarrgh Federate line running Khouth – Aerfor – Fel from 1120. This theoretically ran a daily service of 1000tons cargo in 5 ships, but never managed to do so for lack of vessels.
n.b. 1500 dTon Virtue Class Tramp Trader "Easy Virtue", Captured 1121, is used by Uzaekaengnksakhogzkzae

Uderzollan
The UFA encouraged Uderzollan as a cross-border trading concern with the Imperium running two Jump-3 routes via UFA - Arleshanu – Gabrael – Tensas – Niven – Jurburk and UFA - Arleshanu – Gabrael – Taproban – Corfinium – Atsah. These routes ran a daily service until 1123 and the line operated about 150 vessels of 1000tons or less in 1116. The route service frequency fell after 1123 as the ships fell prey to raids from Independent Corsairs and more organised attacks from the Dzarrgh Federate. The Abandonment saw the routes closed. All the remaining vessels had converted to Corsairs, Mercenary Transports or Doom-Trade Liners out of Corridor by 1138.

Ahognri-Aezoenoe
A tiny UFA based line running a scheduled J3 service from Talon to Gagaridir and Insi Kar. This was based on a weekly service operated by 9 ships of under 600tons.

Tubb-Aezoenoe
A tiny line operating a weekly service between Tubb, Unekh and Fosfog on a triangular route using 8x 400ton J2 traders

Kaak Thuszaerzgirrezknael
The major internal UFA line with 5 large (>1000tons) and about 50 small (<1000tons) vessels operational. The four largest vessels as at 1116 are shown below and were all constructed in Imperial yards. All these large vessels were still operational at the start of 1138, but about half the smaller vessels have been lost to Barratry, Piracy or accident.
  • “Odhaekfasu”, a J-2 10000 dTon Luxury Liner is Flagship of the KT line in Million
  • “Ae Aekhingruezllurroe” 6000 dTon ODS Class Light Liner converted from a Captured Imperial Military Transport
  • "Ahavougvol" - (Lit. "Bad Wind") 5000 dTon Sirocco class freighter built at Atsah
  • "Adievetue" - the smallest KT's large vessels at 3500 dTons
Tukera Lines
Tukera used to run from Khouth to Arleshanu with a minor branch operation to Talon via Fel and Oluk Dzas. With the withdrawal of the Corridor Fleet, the first route fell prey to the Dzarrgh Federate and the second was seized by the UFA in 1117 for its Better Protection from Corsairs. The Talon – Fel - Oluk Dzas – Khouth route was fully re-opened in 1124 as Therkue Line. Human employees of Tukera were repatriated to the Imperium between 1119 and 1124.

Ogzuze Knokfa
An interface line between the UFA and Antra/Million subsectors. Prominent in 1105, the last 30 years have not treated the company well.

Subsidised Lines and Free Traders
In 1116 there were almost 40 single-ship corporations and less than a dozen private yachts registered in the Imperial part of the subsector and about 100 in the UFA part. By 1138, this had been reduced to under 10 vessels in the part Abandoned by the Regency while the UFA fleet had more than halved as many of the vessels went raiding, not always coming back.

Lurent Vessels
The Lurent operate about 250 planetoids of 250,000tons or more, generally of Jump-2. There are usually between 2 and 6 of these operating in the subsector at any one time. The Lurent claim that the vessels would be immune to Virus infection because of the strict comms processes and boarding checks applied. Despite this, all Lurent vessels outside the Regency Safe Zone as at 001-1136 have been carefully identified and the RQS has been instructed to deny them access.
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Jump Space & Jump Drives. Engineering 101.

#12 Post by BackworldTraveller »

Jump Space is a non-euclidian space that maps to the familiar space-time but does so in a manner that is NOT linear.

A Jump Drive operates by:-
  • Forming a bubble of normal space in Jump-Space that surrounds the ship to be transported
    • Storing the required power for the Jump in the Jump Capacitor
    • Building the J-Charge needed to create the bubble via the Zuchai Crystal Resonator
    • Distributing the J-Charge across the vessel's hull-grid creating a J-Field
    • Detaching the J-Field from normal space (Typically 93% of the energy used in the jump)
  • Maintaining the J-Field for the 168 hours (+/-10% or +2D%-2D%) needed for transit
  • Ensuring the J-Field discharges externally as the jump-bubble bursts (The Jump-Flash). This is caused by the field collapse releasing electro-magnetic and gravitational waves.
It should be noted that the Imperial fetish for neat rectangular hull-grids is not often followed in the Vargr Extents and the patterns used here are more decorative/intuitive.

The J-Field outside the grid has many psychoactive properties and is NOT a recommended environment for sentient creatures.

Escaping a J-Field, or having one collapse or burst does, sometimes, allow for transition back into normal space. However, the energies involved mostly see the contained or escaping objects decomposed to constituent parts at anything from a sub-atomic level to various parts and melted blobs.

The edge of the Bubble, is at an uncertain distance from the grid due to quantum fluctuations. Most bubbles will be charged to ensure that all external antennae, aerials, etc. are cleared by at least 1m.

The surface of a jump bubble is a singularity. Physics applicable within the bubble does not exist beyond that boundary.

Note that the presence of matter at the normal space emergence point is not possible*, and the closest that an emergence can occur is at 100 diameters from that matter.
Jumping from within that 100 diameter limit makes the odds of a successful jump diminish dramatically.
Both these effects are because the matter acts on J-Space as if it is, itself, a J-Space bubble that deflects other such artefacts away.
*There is an exception where a jump-bubble is being created at the same time and in the same place as an "Arriving" bubble discharges, an interaction can occur between the two J-Spaces and their contained normal spaces.

The exiting vessel will normally have a relatively low velocity with respect to the local star. This velocity can be varied to a degree. Given the possibility of collision between a recently arrived and about to depart (or passing) vessel pair, separate arrival and departure zones are usually specified by port authorities. The existence of designated arrival zones does, however, make interception in or near those zones more probable than a random arrival pattern.
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Languages in Million and Khouth

#13 Post by BackworldTraveller »

The Khouth Sector was Imperial before it was Aekhu and Vilani before that. Million was split between Imperial (Anglic) and Aekhu and Vilani was never really important historically. Most of the Imperials have gone from Million Subsector but a few remain.

There are Droyne/Chirpers about - Mostly at war with the UFA though, though some are neutral - and Ancient ruins a-plenty.

There are also some Ursa, a Zhodani Consulate (Plus some extra-consular hangers-on) and a couple of Aslan.

A number of Vargr Corsairs speak Gvegh or Logaksu

Then there are Lurenti and Souggvuez at Talon (It's the Souggvuez homeworld, the Lurenti have 1,000,000 dTon+ world-ships at Talon and a few other places)
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Astrogation 101

#14 Post by BackworldTraveller »

There are two basic factors that influence Astrogation and Jump Space
  1. Everyone uses the same formulae and is bound by the same jump-space physics
  2. Exit from jump space is surprising to those in normal space
The consequence of this is that when arriving at a particular system, everyone wants to arrive at the 100d radius. So that distance from the main-world (and nearest gas giant) is where you are most likely to find ships arriving. Similarly, everyone arrives with a small residual velocity - so being 4km from a ship that appears with an 12kps velocity directly at you gives you a 1/3rd of a second to react before you crash.

The consequence of this is that there is a spacers convention that ships arriving will arrive to Spinward of the target body - and those departing will do so to trailing. (This does not apply where the sun's 100d radius blankets the planet's 100d radius - but you will still all be targeting the nearest point)

Of course, Patrol vessels know of these conventions, as do smugglers, etc.

One side effect of this is that Astrogation tasks that do not result in arriving at the 100d radius to Spinward of the target planet are harder than using the standard conventions, as the standard conventions are factored into the supporting software, etc. by their manufacturers.
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Ursa

#15 Post by BackworldTraveller »

Genetically engineered from 180kg (Brown) or 90kg (Black) Terran Omnivore/Gatherer “Bear” stock by GenAssist during the Interstellar Wars (-2408 to -2219).
(n.b. Females are up to 30% smaller than males).

Ursa were first developed during the Interstellar Wars as a prospective workforce for Dense Atmosphere worlds. The programme was not deemed successful as the creatures were seen as too intelligent/independent for the levels of absolute control the commissioning group desired. The programme was terminated and the entire stock scheduled for termination. It transpired that the stock had sufficient intelligence to have seen this coming and a group of several hundred managed to escape into Vilani space.

During the Rule of Man period, this group migrated across the Ziru Sirka, splitting into several smaller troops and slowly finding places that they considered safe to set up a long-term settlement. The coming of the Long-Night closed these worlds off from each other. The Third Imperium re-contacted these worlds and the Ursa became just one of many minor inhabitants of that polity.

• Homeworld: Terra (Solomani Rim 1827)
• Uplifted
• Atmosphere: Dense
• Gravity: 1.5+ G
• Primary Star: G2 V
• Characteristic Profile: Strength, Dexterity, Endurance, Intelligence, Training, Social Standing
• Notable Strength (Brown: 4D+18, Black: 3D+12)
• Poor Dexterity (Brown: 1D, Black: 1D+1)
• Notable Endurance (2D+3)
• Poor Intelligence (2D with Bane - i.e. 3d6 and cut the highest!)
• Education = Training/2
• Social Standing (Limit to 11 during character creation)

You'd have to be from either Shishkala (Corridor 1607) or Tamilaa (Corridor 2006).
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UZIHA Pack

#16 Post by BackworldTraveller »

This organisation has two faces: The heroic face of valiant corsairs fighting the Imperium and bringing home riches from the Corridor, and a darker face of traders in misery, vice and death even to the United followers of Augurgh.

Normally a small element in UFA society, the vast riches available from the Corridor Sector, combined with the UFA's neutral status and the Dzarrgh Federates disregard for Human's Rights has seen the Uziha spread its influence from secure bases outside the UFA's direct influence.

The Uzhia is responsible (reputedly) for about 50% of the drugs trade in the UFA and for the transport of thousands of people from the old "Imperium" to slavery further into the extents. Occasional interceptions by the UFA defence forces have rescued some of those being transported.

Within the UFA, the Uzhia has been lavish in its bounty, securing cooperation and appreciation through the sale of cut-price goods and the giving of gifts at all levels of society.
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